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Thursday, February 9, 2012

D&D: Tom Edition

Ok, here are my thoughts on the creation of my own variation of the 3.5 rules. These are just some brainstorming ideas, and I have no idea how much of this would work within the framework of the game as it exists now. Of course, all this may be moot if 5E turns out to be something I like. Still, as of right now, 3.5 is my favorite incarnation of D&D, so I'm going to start with that.

Attributes
Same six from each PHB, plus Comeliness from UA.

Races
Same as 1-3.5 PHB, plus sub-races from UA

Classes
Same as 3.5. Though I may include a couple of "optional" classes. Additionally, 2E had a cool set of rules for creating balanced classes, so I may include something like that as well (I actually had an article in Dragon Magazine about using that rule for creating "humans only" classes).

Multi-classing
Same as 3.5. I considered going the route of previous editions, where you chose your multi-classes at creation, but I think the open method of 3.5 works much better.

Levels/XP
Same as 3.5; I may put in Level limits for Demihumans, per 1E, but I would double the level listed in most cases. I'm not sure though. I can see how some races would be limited in their natural ability in some classes, but it could unbalance the game, and make the rules more complex than they need to be.

Armor Class
Same as 3.5. I like the "higher is better" as it is more intuitive. As a possible alternate: 1d20 + Dexterity Bonus + Base Combat Bonus*. If I do this, I would probably create an "armor as damage reduction" system.

Base Combat Bonus
Change the name of Base Attack Bonus, and allow the player to choose how to divvy up the points each round. Add some or all to attack, defense (AC), or damage. This would negate the need for the Power Attack feat, so Cleave and other feats that have PA as a prerequisite would need another prereq. Probably a minimum BCB.

Saving Throws
Same as 3.5, plus the following:

Resilience – 1d20 + (Con Bonus + Wis Bonus/2)
To be used when a combination of willpower and physical stamina are needed. Such as when pushing past pain and/or discomfort to continue on. Most commonly used when the character is wounded (75/50/25% hit points; see Wounds)

Awareness – 1d20 + Int Bonus
To be used passively (rolled by the DM) or actively (rolled by the Player) to determine if a character notices something out of the ordinary, hidden, or otherwise not in plain sight.

Magic Resistance – 1d20 + Caster Level/Arcane Knowledge Skill (whichever is higher)
To be used when Arcane knowledge might provide some insight as to how to resist a magical effect. Commonly used versus Enchant/Charm spells and effects, and magical Hold effects.

Hit Points
Same as 3E. If I use the "Damage Reduction" rule, this might be altered to something with a smaller range.

Wounds – When a character’s hit points reach a certain percentage of his maximum, he suffers possible penalties for Wounds. At the beginning of each Combat Encounter, or when attempting a Skill Check, the character must make a Resilience Save. The target number is based on the percentage of his Max HP he has left, in 25% increments:

• 75% - 10
• 50% - 15
• 25% - 20

Failure means the character loses any Attribute bonuses for that Combat Encounter (Strength for To Hit and Damage, Dexterity for AC) or Skill Check.

That's pretty much all I have right now.

On a side note, I like the idea of this being a single, all-inclusive book. Something relatively short (less than 150 pages), and probably a softback. Looking at the original Basic D&D book as an inspiration: